Will the actual nature of the world's cosmology be explored later on, and perhaps even explained? Like, I'd love to see if the world views from the different mythologies are somehow combined. I hope Yggdrasil is a part of it, for sure.

I started typing up a cosmology section for a Wulfgard guidebook once, but I have yet to finish it. It's not as difficult to combine different cosmologies as some might think, since most share many similar elements. For example, Ginnungagap, Chaos, Naunet...

I am curious about two aspects of law and order in Wulfgard. Mostly the Empire, but learning how other cultures handle such issues would also be fun.

1. Primogeniture: From what I currently know of WG lore, the northern region of the Empire is considered a bit odd for allowing women to be knights, fight in the army, etc. Does this practice carry on to noble and even royal titles, and the positions thereof? And what of the rest of the Empire, and the various other political powers in Wulfgard? Do their leaders pass responsibility by age, worth, or just to the most direct male heir? These questions are what real kingdoms of the past struggled with for centuries (and often with no small amount of violence), so I was curious as to how the WG civilizations handled them.

2. Sanctuary/Right of Asylum:

Spoiler

Sorry, just had to add that. XD

Do the temples of Astra Aeterna or the various Olympians offer some form of sanctuary to criminals and refugees? If so, does it have any actual legal standing in the Empire with set guidelines for what the guards can/can't do, or is it up to the discretion of the priests themselves and local officials? I.e. is there a limit for how long those claiming sanctuary can stay, can law enforcement surround the temple or are they expected to leave, is there an English-style expectation of eventual surrender or confession and then exile for criminals?

While I'm clogging this sub-section with many additional clarifying questions (sorry about that), would this apply to known mages fleeing the Inquisition, or cultists fleeing the Templars? I'm sure the priests would have discretion to refuse particularly heinous offenders, and someone too closely-affiliated with demons probably wouldn't be physically able to set foot in a temple anyway. But if the priests see that the Imperial officials are a bit too hyped on adrenaline or blinded by rage, and want to ensure the sanctuary seeker lives to see a fair trial, a rule of asylum could be more fair for everyone involved.

I hope that wasn't too much material to read and think over. Thank you for your consideration!

1. This varies from kingdom to kingdom, tribe to tribe, even individual to individual. But in the vast majority of inheritance cases, the oldest male heir is favored. This is the rule throughout the Imperial heartland, though some kingdoms break with this tradition, such as Rimegard (Adrianya is actually the heir to the throne after King Eltan), and some kings will name specific heirs if they think their next relative in line is unworthy. Among the independent tribes of the North and the South, there may be other local traditions, such as splitting one's property between heirs, or even deciding an heir via trial by combat... but despite these various exceptions, primogeniture is the most common rule.

2. It's certainly possible that a mage can claim sanctuary in a temple. What happens after that depends on local priests and officials - whether they would defend the person, violate their sanctuary, or only allow it for a time. In the case of demonic cultists, as you mentioned, it would almost certainly not be allowed (they might even incur the wrath of the gods themselves), but priests of some gods might view all magi as unholy abominations and throw them out. Temples of Astra have been known to defend magi at least until their "guilt" can be sufficiently proven. This has caused a few conflicts between the Templars (and other Knights of Astra) and the Inquisition, the former of which do not actually hunt "regular" magi, and the latter of which are not actually associated with the temples.

Sorry for the vague "it depends" type answers, but if you'd like to ask about a specific location/group I might be able to give more specific answers.

Just the basic framework is sufficient, thank you! I was curious about the general concepts, and you mentioned enough of the specific details to ward off any followup questions, I think.

I do have another question on a completely different subject, though!

Regarding beetle mounts for the Dwarves: What species of beetle do you see as the premium, most desired mounts, and which ones are more common, garden-variety? In Into the North, Atlas warbulls seem pretty valuable, but I was wondering if all beetles are rare and difficult to procure, forcing poorer dwarf clans to use big goats or boars; or if beetles are essentially the dwarven equivalent of horses, with different varieties and levels of quality?

Regarding beetle mounts for the Dwarves: What species of beetle do you see as the premium, most desired mounts, and which ones are more common, garden-variety? In Into the North, Atlas warbulls seem pretty valuable, but I was wondering if all beetles are rare and difficult to procure, forcing poorer dwarf clans to use big goats or boars; or if beetles are essentially the dwarven equivalent of horses, with different varieties and levels of quality?

The Khepridin beetles are generally used only underground, in Nidavellir. When on the surface, dwarves may ride large goats/boars, or just ponies or small Nordic horses. The beetles are naturally averse to bright light and have poor eyesight, preferring to navigate in the dark using their other senses. That said, the Desert Dwarves ride Khepridnir almost exclusively, night and day, since they consider them a sacred part of their heritage, and because the beetles are very adept at traversing shifting sand dunes.

As for the types of beetles, preferred breeds vary by purpose and by clan.

Since scarab-type beetles are specialized for digging (with modified forelegs and head plates for moving soil quickly), these are used for tunneling more than for war. They may also be used for transport and draft animals, since they are extremely strong.

The war beetles are typically the males of any family with long horns and/or mandibles, like Rhino and Stag beetles. Different clans favor different breeds. The Atlas is favored by Clan Firebeard, who breed them to be red or iridescent orange in color to match their clan's fire motif.

(I could probably sit and come up with different uses for different types of Khepridnir all day, since there are so many kinds of beetles - beetles make up a quarter of all known animal species! - but I'll try to restrain myself.)

1: How effective is sunglight against the Undead? If even the slightest amount touches them do they explode into flames, or is it slower?

2: Is it possible for an Undead creature to maintain its personality and continue to act human, or does the undead go feral as soon as its created?

1: It's not instant, but it's pretty fast. If the sun touches them, they start to sizzle and smoke, and pretty soon WHOOSH! Some vampires walk in sunlight by covering themselves from head to toe, including a veil or mask over their entire face, but even this will not work if they are exposed to bright sun for extended periods. They also find it rather blinding and dizzying.

2: Depends on the type of undead. Obviously, vampires and liches retain their personality and continue to act human. Lesser undead often have no soul at all - just a demonic mockery of one - and thus are incapable of human thought.

But I assume you are asking about those lesser undead created with a mortal's soul trapped in a soulstone. In the majority of cases, the soul inhabiting the undead creature goes mad from the torment of its existence, as it is forced to watch its new undead form carry out the necromancer's commands. BUT in very rare situations, a soul of unusually strong willpower (usually that of a mage or shaman) can maintain a grip on itself and even gain control of its new undead form. This usually happens after the necromancer who created it has already died, but in some cases they may even be able to break the necromancer's will and turn on him.

1. Do Mind-flayers exist in Wulfgard, or would that just be an Octopus Beast-Man?

2. How exactly do Demon-Summoning Circles work?

3. Is it possible to create Portals between different dimensions? Say, for instance, would it be possible to create a gateway between the main world of Wulfgard into the Underworld? Or would that be an impossible feat of magic?

1. Do Mind-flayers exist in Wulfgard, or would that just be an Octopus Beast-Man?

2. How exactly do Demon-Summoning Circles work?

3. Is it possible to create Portals between different dimensions? Say, for instance, would it be possible to create a gateway between the main world of Wulfgard into the Underworld? Or would that be an impossible feat of magic?

1) Nope, they don't exist. In fact, we have not delved into psionics (psychic powers/magic) at all in Wulfgard, and may never do so. Spirit magic is usually used for mind tricks instead, like delving into a person's thoughts and dreams.

But yes, the Octopians are probably the closest to a humanoid Cthulhu looking race... that we know about.

2) A mage carefully draws a circle (using runes, salt, candles, or some other precise combination of artifacts and enchantments) according to the prescribed method. The purpose of this circle is to contain whatever otherworldly power the mage is about to summon. So long as there are no flaws in the circle, the outsider (demon, elemental, etc.) cannot cross it to attack the summoner or escape.

Note that a summoning circle is usually NOT itself a portal - it's more like a cage, to trap whatever the mage summons.

3) It's possible but extremely difficult, and portals between realms are frequently unstable and deteriorate quickly.

Creating a portal usually involves the mage traveling to both the entry and exit points and carving the necessary enchanted runes, etc. For example, Imperial magi once created a portal inside a triumphal arch in the Imperial city and then linked it to an arch on the Northern border, to transport armies. Results were mixed (one army simply disappeared to gods know where), so the portal was disabled, especially after the death of the Mage-Emperor and outlawing of magic. The point is, they had to travel to both ends of the portal before activating it.

Opening a portal without knowing its exact exit point is risky, especially when that exit point is in another realm of existence. It probably would not stay open for long, and there's no telling what could come out of there before it closed.

I have a slightly boring but somewhat necessary world-building question.

What units of measurement does the Empire use? The older Roman-style system with Cubits and such, or the medieval English standard with the early versions of our beloved Ounces, Yards, etc.? I wasn't sure which terms would be correct for writing roleplays and the like.

I have a slightly boring but somewhat necessary world-building question.

What units of measurement does the Empire use? The older Roman-style system with Cubits and such, or the medieval English standard with the early versions of our beloved Ounces, Yards, etc.? I wasn't sure which terms would be correct for writing roleplays and the like.

Varies by location, and preference. The Empire still officially uses the old Roman style, but kingdoms like Illikon have unofficially switched to their own systems (English). I'm pretty sure we've referenced both in some Wulfgard stories.